Package horizons :: Package world :: Package building :: Module nature :: Class NatureBuilding
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Class NatureBuilding

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                       buildable.Buildable --+    
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                       buildable.BuildableRect --+
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 component.componentholder.ComponentHolder --+   |
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util.changelistener.ChangeListener --+       |   |
                                     |       |   |
          util.worldobject.WorldObject --+   |   |
                                         |   |   |
             concreteobject.ConcreteObject --+   |
                                             |   |
                        building.BasicBuilding --+
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                                                NatureBuilding

Class for objects that are part of the environment, the nature

Instance Methods [hide private]
    Inherited from building.BasicBuilding
 
__init__(self, x, y, rotation, owner, island, level=None, **kwargs) source code
 
__str__(self) source code
 
get_buildings_in_range(self) source code
 
get_payout(self)
Gets the payout from the settlement in form of its running costs
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init(self)
init the building, called after the constructor is run and the building is positioned (the settlement variable is assigned etc)
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level_upgrade(self, lvl)
Upgrades building to another tier
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load(self, db, worldid) source code
 
load_location(self, db, worldid)
Does not alter self, just gets island and settlement from a savegame.
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remove(self)
Removes the building
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running_costs_active(self)
Returns whether the building currently pays the running costs for status 'active'
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save(self, db) source code
 
start(self)
This function is called when the building is built, to start production for example.
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toggle_costs(self) source code
 
update_action_set_level(self, level=0)
Updates this buildings action_set to a random actionset from the specified level (if an action set exists in that level).
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    Inherited from component.componentholder.ComponentHolder
 
add_component(self, component)
Adds new component to holder and sets the instance attribute on the component
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get_component(self, component) source code
 
get_component_by_name(self, name) source code
 
has_component(self, component_class)
Check if holder has component with component name
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initialize(self, **kwargs)
Has to be called every time a componentholder is created.
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remove_component(self, component_class)
Removes component from holder.
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    Inherited from concreteobject.ConcreteObject
 
act(self, action, facing_loc=None, repeating=False, force_restart=True) source code
 
fife_instance(self) source code
 
has_action(self, action)
Checks if this unit has a certain action.
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name(self) source code
    Inherited from util.worldobject.WorldObject
 
__lt__(self, other) source code
    Inherited from util.changelistener.ChangeListener
 
_changed(self)
Calls every listener when an object changed
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add_change_listener(self, listener, call_listener_now=False, no_duplicates=False) source code
 
add_remove_listener(self, listener, no_duplicates=False)
A listener that listens for removal of the object
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clear_change_listeners(self)
Removes all change listeners
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discard_change_listener(self, listener)
Remove listener if it's there
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discard_remove_listener(self, listener) source code
 
end(self) source code
 
has_change_listener(self, listener) source code
 
has_remove_listener(self, listener) source code
 
remove_change_listener(self, listener) source code
 
remove_remove_listener(self, listener) source code
Class Methods [hide private]
    Inherited from buildable.BuildableRect
 
check_build_line(cls, session, point1, point2, rotation=45, ship=None)
Checks out a line on the map for build possibilities.
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    Inherited from buildable.Buildable
 
_check_buildings(cls, session, position, island=None)
Check if there are buildings blocking the build.
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_check_island(cls, session, position, island=None)
Check if there is an island and enough tiles.
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_check_rotation(cls, session, position, rotation)
Returns a possible rotation for this building.
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_check_settlement(cls, session, position, ship=None, issuer=None)
Check that there is a settlement that belongs to the player.
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_check_units(cls, session, position) source code
 
check_build(cls, session, point, rotation=45, check_settlement=True, ship=None, issuer=None)
Check if a building is buildable here.
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check_build_fuzzy(cls, session, point, *args, **kwargs)
Same as check_build, but consider point to be a vague suggestions and search nearby area for buildable position.
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is_tile_buildable(cls, session, tile, ship, island=None, check_settlement=True)
Checks a tile for buildability.
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    Inherited from building.BasicBuilding
 
getInstance(cls, session, x, y, action='idle', level=0, rotation=45, action_set_id=None, world_id="")
Get a Fife instance
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get_initial_level(cls, player) source code
 
have_resources(cls, inventory_holders, owner) source code
    Inherited from component.componentholder.ComponentHolder
 
get_component_template(cls, component)
Returns the component template data given a component NAME
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    Inherited from concreteobject.ConcreteObject
 
get_random_action_set(cls, level=0, exact_level=False)
Returns an action set for an object of type object_id in a level <= the specified level.
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weighted_choice(cls, weighted_dict)
http://eli.thegreenplace.net/2010/01/22/weighted-random-generation-in-python/
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    Inherited from util.worldobject.WorldObject
 
get_object_by_id(cls, id)
Returns the worldobject with id id Throws WorldObjectNotFound with the worldid as arg.
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get_objs(cls) source code
 
reset(cls) source code
Class Variables [hide private]
  walkable = True
  layer = 3
    Inherited from buildable.Buildable
  CHECK_NEARBY_LOCATIONS_UP_TO_DISTANCE = 3
  irregular_conditions = False
  terrain_type = 1
    Inherited from building.BasicBuilding
  buildable_upon = False
  is_building = True
  log = logging.getLogger("world.building")
  tearable = True
    Inherited from component.componentholder.ComponentHolder
  class_mapping = {'AmbientSoundComponent': AmbientSoundComponen...
    Inherited from concreteobject.ConcreteObject
  is_unit = False
  movable = False